Releases: channeldorg/channeld-ue-plugin
v0.8.0
Release Notes
- Support the disaster recovery of dedicated server
- Moved the docs to a separate repository
- Moved the code repositories from
metaworking
tochanneldorg
organization
Upgrade Note: if you have an UE project with the previous version of ChanneldUE plugin (prior to v0.8.0), please open the settings tab in Editor Preferences -> Plugins -> Channeld Editor
, and change the value in Replication Generator / Protobuf / Go Package Import Path Prefix
to github.com/channeldorg/channeld/examples/channeld-ue-tps
.
发布说明
- 实现专用服务器灾难恢复
- 将文档移到了单独的仓库
- 将代码仓库从
metaworking
移到了channeldorg
组织下
升级说明:如果您的UE项目使用了之前版本的ChanneldUE插件(早于v0.8.0),需要更新以下编辑器设置:
打开编辑器偏好设置 -> 插件 -> Channeld Editor
页面,找到Replication Generator / Protobuf / Go Package Import Path Prefix
一栏,将其修改为:github.com/channeldorg/channeld/examples/channeld-ue-tps
v0.7.4
- Feature: Implemented the cross-server physics;
- Feature: Implemented the ChanneldWorldSettings;
- Feature: Support spatial-replicated static objects;
- Bugfix: Spatial channel related issues in the Open World levels;
- Bugfix: Codegen issues for UE5;
- Doc: Added the doc for ChanneldWorldSettings;
- Known issue: Open World levels may have failed assertion on client when calling UpdateLevelVisibility()
You can find the Cross-server Physics demo (TestPhysics) in the demos project:
v0.7.3
v0.7.2
v0.7.1
v0.7.0
Features
- Support UE5 (#20, #57, #65. @laughxing, @ganibc);
- Support multiple replicated ActorComponents of the same type in one Actor (#48, #77. @laughxing);
- Support asset object replication (#58. @indiest);
- Added clang-format of generated C++ code (#59. @Kureans);
Documentations
- Doc Site and English docs;
- Added Benchmark doc;
- Added hints regarding UE5 in the getting-started docs;
- Updated the using-spatial doc with the usage of ChanneldCharacter and ChanneldGameMode;
Bugfixes
- Rep notify functions are now called in right timing and with proper parameter(#64, #67. @Augkit);
- StaticMeshComponent is now replicated properly (#55. @indiest);
- Array property is now replicated properly (#66. @laughxing);
- Property pointer memory offset is calculated properly on different platforms (#69, #73. @Kureans);
- Fixed struct-related codegen (#63. @ganibc);
- Fixed some handover issues caused by the player initialization;
发布说明
功能
- 支持UE5;
- 支持单Actor上存在多个同步组件;
- 支持资产类型的对象同步;
- 生成的C++代码会自动进行代码格式化;
文档
- 增加了文档网站并支持英文文档;
- 增加了性能测试文档;
- 在快速开始的文档里增加了UE5相关的提示;
- 在“使用空间频道”的文档里增加了关于ChanneldChararcter和ChanneldGameMode的使用;
修复
- OnRep回调函数现在可以在正确的时机被调用,并且支持参数了;
- 静态网格体组件现在可以正常同步了;
- 数组类型的属性可以正常同步了;
- 属性指针的偏移量现在通过运行时计算,解决了跨平台的问题;
- 解决了结构体相关的代码生成问题;
- 修复了空间频道的一些因为玩家初始化导致的迁移问题;
v0.6.0
Features
- Entity Channel (#7, @indiest);
- Group-based Handover & Lock (#7, @indiest);
- Well-Known Actor, a.k.a.
AActor::bAlwaysRelevant
(#7, @indiest); AActor::NetUpdateFrequency
(#7, @indiest);
Tools & Workflows
- Channel Data Schema Editor (#2, @Augkit);
- Cloud Deployment Tool (#3, @Augkit);
- Hot reload after codegen (#9, @Augkit);
Documentations
Bugfixes
- Linux compilation and runtime errors (e8df5d8, 76d7cbf, @indiest);
- Missing C++ TArray property pointer in generated replicator (#14, @Augkit);
- Infinite RPC redirect (bad2c71, @indiest);
- Sending oversized packet (9c19671, @indiest, @laughxing);
发布说明
功能
- 实体频道;
- 基于组的迁移和迁移锁定;
- 全世界可见Actor,即
AActor::bAlwaysRelevant
; - Actor同步频率;
工具和工作流
- 频道数据模型编辑器;
- 支持一键上云的云部署工具;
- 支持同步代码生成后热加载;
文档
- 推荐工作流;
- 客户端兴趣管理;
修复
- 修复了一些针对Linux平台的编译和运行错误;
- 解决了TArray类型的同步属性没有出现在生成的同步器代码中的问题;
- 限制了RPC重定向的最大次数;
- 修复了数据包可能超过允许大小的问题;
特别感谢 @Augkit 和 @laughxing 的贡献!
v0.5.0
First release as a plugin repo (separated from the demos repo). The previous release notes can be found here.
Features
- Client Interest Management with Static Spots, Sphere, Box, and Cone AOI;
- Replication Code Generation;
Tools & Workflows
- Add channeld as the plugin's built-in program which can be launched directly inside the Unreal Editor;
- Use the Replication Registry to control the replication codegen;
Docs
- Getting started
- Basic concepts
- Configuration
- Comparison with UE's replication